Emotional Design Flashcards

1
Q

Tractinsky ATM Experiment

A

Perceptions of system usability were affected by the interface’s aesthetics and not by the actual usability of the system.

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2
Q

Emotions and Cognition

A

Emotions play a critical role in daily lives, helping assess situations as good/bad, safe/unsafe. Basic survival property of human mind.

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3
Q

Negative Emotions Affect Decision Making

A

Stress can cause faster, more intuitive strategies for decisions. Narrows attention. Discourages creative thinking. Encourages response perseveration.

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4
Q

Being Happy

A

Broadens thought processes and facilitates creative thinking.

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5
Q

Positive Emotions Affect Decision Making

A

When relaxed and happy, thought processes expand, become more creative and more imaginative. Better at brainstorming, better at examining multiple alternatives.

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6
Q

Role of Aesthetics in Product Design

A

Attractive things make people feel good, which in turn makes them think more creatively.

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7
Q

Repeat Same Operation Over Again

A

Especially likely for those who are anxious or tense.

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8
Q

Attractive Things Easier to Use

A

Happy people are more effective in finding alternative solutions and are more tolerant of minor difficulties.

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9
Q

Affect, Emotion, Cognition

A

Evolved to interact with and complement one another.

1) Cognition- interprets the world, leading to increased understanding and knowledge
2) Affect- includes emotion, is a system of judgment, good/bad, safe/dangerous

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10
Q

Affective System

A

Controls muscles of the body and, through chemical neurotransmitters, changes how the brain functions.

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11
Q

Three Levels of Processing

A

We are conscious of our role in the world and we can reflect upon past experiences.

1) Visceral
2) Behavioral
3) Reflective

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12
Q

Visceral Level

A

Automatic, prewired layer. Fast reactions about good and bad. Rapid judgments. Alerts behavioral and emotional responses. Lowest layer.

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13
Q

Behavioral Level

A

Part that contains the brain processes that control everyday behavior. Site of most human behavior. Middle layer. Can interact with both visceral and reflective.

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14
Q

Reflective Level

A

Contemplative part of the brain. Cognitive, intellectual level. No direct access to sensory input or control of behavior. Watches over, reflects. Highest layer.

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15
Q

Attractive System

A

Visually, auditorily, or tactilely appealing will affect HOW you use the system.

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